playbin2: fix resume after pause

Don't ignore the state change of the children, they might be doing an ASYNC
state change.
This commit is contained in:
Wim Taymans 2009-05-08 13:09:32 +02:00
parent af8926c26b
commit 691a52975e

View file

@ -2355,22 +2355,40 @@ gst_play_sink_change_state (GstElement * element, GstStateChange transition)
switch (transition) {
case GST_STATE_CHANGE_READY_TO_PAUSED:
/* we want to go async to PAUSED until we managed to configure and add the
* sinks */
do_async_start (playsink);
ret = GST_STATE_CHANGE_ASYNC;
break;
default:
/* all other state changes return SUCCESS by default, this value can be
* overridden by the result of the children */
ret = GST_STATE_CHANGE_SUCCESS;
break;
}
/* do the state change of the children */
bret =
GST_ELEMENT_CLASS (gst_play_sink_parent_class)->change_state (element,
transition);
if (G_UNLIKELY (bret == GST_STATE_CHANGE_FAILURE))
/* now look at the result of our children and adjust the return value */
switch (bret) {
case GST_STATE_CHANGE_FAILURE:
/* failure, we stop */
goto activate_failed;
else if (G_UNLIKELY (bret == GST_STATE_CHANGE_NO_PREROLL)) {
case GST_STATE_CHANGE_NO_PREROLL:
/* some child returned NO_PREROLL. This is strange but we never know. We
* commit our async state change (if any) and return the NO_PREROLL */
do_async_done (playsink);
ret = bret;
break;
case GST_STATE_CHANGE_ASYNC:
/* some child was async, return this */
ret = bret;
break;
default:
/* return our previously configured return value */
break;
}
switch (transition) {